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Tomb of the Giants: Combining Classics
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<blockquote data-quote="Danzauker" data-source="post: 5384545" data-attributes="member: 1929"><p>Actually, half of the work is/would be REMOVING the "excess camp" from the Known World campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> The other half is trying to fit the modules in the KW as it's described in the Gazetteers</p><p></p><p></p><p>I chose to put the Isle of Dread in the Feywild, for example, because I really find it unplausible that there could be a wholly unexplored island so close to a country that sports 1000 36th level wizards! Another added bonus is that it could be useful to introduce races not common in the KW, but (I DM to be) common in the plane of Faerie, such as shifters/rakasta, dragonborn and goliaths.</p><p></p><p>For Castle I chose the classic "it's all a dream" for the fact that otherwise all the module would have to be rewritten from scratch.</p><p></p><p>The fact that the Master is from the start able to directly attack Etienne means that I have an excuse to remove from the scene the big players like him: he and the others must "shield" themselves and their dominions and have secret agents do the undercover dirty jobs.</p><p></p><p>The big problem that stuck me is what to use as the gimmicks in adventures X6 to X9. They are all exploration modules in the jungle/march/sea, so they are fit for quest-and-retrieve adventuring.</p><p></p><p>Only thing, I'd like do devise comething cool for the players to quest for, instead of the usual sword-of-blah or armor-of-thingamabob...</p></blockquote><p></p>
[QUOTE="Danzauker, post: 5384545, member: 1929"] Actually, half of the work is/would be REMOVING the "excess camp" from the Known World campaign. :D The other half is trying to fit the modules in the KW as it's described in the Gazetteers I chose to put the Isle of Dread in the Feywild, for example, because I really find it unplausible that there could be a wholly unexplored island so close to a country that sports 1000 36th level wizards! Another added bonus is that it could be useful to introduce races not common in the KW, but (I DM to be) common in the plane of Faerie, such as shifters/rakasta, dragonborn and goliaths. For Castle I chose the classic "it's all a dream" for the fact that otherwise all the module would have to be rewritten from scratch. The fact that the Master is from the start able to directly attack Etienne means that I have an excuse to remove from the scene the big players like him: he and the others must "shield" themselves and their dominions and have secret agents do the undercover dirty jobs. The big problem that stuck me is what to use as the gimmicks in adventures X6 to X9. They are all exploration modules in the jungle/march/sea, so they are fit for quest-and-retrieve adventuring. Only thing, I'd like do devise comething cool for the players to quest for, instead of the usual sword-of-blah or armor-of-thingamabob... [/QUOTE]
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